Difference between revisions of "Multiversal autohammer"
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Revision as of 07:11, 8 October 2013
multiversal autohammer
Plural: Unknown; currently impossible to determine
This hammer is exactly what the fashion-conscious alien needs this summer. In addition to looking smashing, it also handles all the work of pounding things so you don't risk getting your clothes dirty.
That said, it's probably not supposed to be throwing off sparks like that. The extra light is nice, but it'll shock anyone you hit wi... actually, that's probably okay.
Comes from the June 2012 Item of the Month
Melee weapon (Bashing, large)
Power: 100
Item cannot be traded or sold
Item cannot traded, sold, or placed in a memento display
Item cannot be auto-sold
Item cannot be worn in runs with a 'no pulls' restriction
+10 electric damage
+5% chance of critical hits.**
+5% item drops
Rental equipment is lost at rollover
** Fumble and critical hit values are capped at +/- 20%.
How Obtained
Call of the Center multiversal summer catalog | ||
---|---|---|
Item | Type | Effect |
multiversal autohammer | Melee Weapon | +10 electric damage +5% chance of critical hits. +5% item drops |
multiversal bandolier | Accessory | Attacker takes +10 acid damage upon successful hit. +10% Reflexes +10% chips |
multiversal derringer | Ranged Weapon | +10 psychic damage +1 extra ranged attack(s) per turn. +5% item drops |
multiversal gong | Offhand Item | Attacker takes +10% sonic damage upon successful hit. Stunning reverb -10 seconds to the duration of each turn |
multiversal HUD | Helmet | +10% Intellect +5% chance of spell critical hits. |
multiversal fist and multiversal feet |
Gloves Boots |
+3 HP per turn +3 PP per turn +10% Strength +3 HP per turn +3 PP per turn Grants wearer the ability for super jumps |